VideoShader.shader 1.1 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455
  1. Shader "VideoPlayer/Screen" {
  2. Properties{
  3. _MainTex("Base (RGB) Trans (A)", 2D) = "white" {}
  4. }
  5. SubShader{
  6. //Tags {"Queue" = "Transparent-100" "IgnoreProjector" = "True" "RenderType" = "Opaque"}
  7. LOD 100
  8. ZWrite On
  9. //Blend SrcAlpha OneMinusSrcAlpha
  10. Pass {
  11. CGPROGRAM
  12. #pragma vertex vert
  13. #pragma fragment frag
  14. #pragma target 2.0
  15. #include "UnityCG.cginc"
  16. struct appdata_t {
  17. float4 vertex : POSITION;
  18. float2 texcoord : TEXCOORD0;
  19. UNITY_VERTEX_INPUT_INSTANCE_ID
  20. };
  21. struct v2f {
  22. float4 vertex : SV_POSITION;
  23. float2 texcoord : TEXCOORD0;
  24. UNITY_FOG_COORDS(1)
  25. UNITY_VERTEX_OUTPUT_STEREO
  26. };
  27. sampler2D _MainTex;
  28. float4 _MainTex_ST;
  29. v2f vert(appdata_t v)
  30. {
  31. v2f o;
  32. UNITY_SETUP_INSTANCE_ID(v);
  33. UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
  34. o.vertex = UnityObjectToClipPos(v.vertex);
  35. o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
  36. return o;
  37. }
  38. fixed4 frag(v2f i) : SV_Target
  39. {
  40. fixed4 col = tex2D(_MainTex, i.texcoord);
  41. return col;
  42. }
  43. ENDCG
  44. }
  45. }
  46. }